Hi Tony, thank you and where should I look for this tickbox? I couldn't find it in dialogue manager, nor in the sequence trigger.
Thank you
Search found 9 matches
- Sat Dec 13, 2014 8:39 pm
- Forum: Dialogue System for Unity
- Topic: Fade effects blink at the beggining
- Replies: 3
- Views: 1097
- Sat Dec 13, 2014 6:54 am
- Forum: Dialogue System for Unity
- Topic: Fade effects blink at the beggining
- Replies: 3
- Views: 1097
Fade effects blink at the beggining
Hi Tony, I'm using simple sequencer fade commands, from Sequence Trigger (trigger onStart) . It's used during intro camera animation after new sceneload. Problem with the Fade(out,...) function - instead of going to fade out, it for a blink displays completly black screeb (like for 50miliseconds) th...
- Thu Dec 04, 2014 10:19 am
- Forum: Dialogue System for Unity
- Topic: Conversation text delay when frame rate is low
- Replies: 2
- Views: 926
Conversation text delay when frame rate is low
Ok thank you Tony. Got it working now.
- Sun Nov 30, 2014 7:35 am
- Forum: Dialogue System for Unity
- Topic: Conversation text delay when frame rate is low
- Replies: 2
- Views: 926
Conversation text delay when frame rate is low
Hi Tony, I've recently tried to port my project on android where it yields very low fps. And as a side effect, I've noticed, when conversation text is ouputed character by character and text is longer, it doesnt event output all characters and skips to next conversation text because computed delay t...
- Tue Nov 18, 2014 10:19 am
- Forum: Dialogue System for Unity
- Topic: Disable message to interact when object destroyed
- Replies: 1
- Views: 872
Disable message to interact when object destroyed
Hello, I'm not sure this is completly connected to the Dialogue system, but anyway :) I've made an game object which has added component usable and it react's with interact message when player is in it's collider. When I press interact button I want to destroy the item from the scene and disable / h...
- Sat Nov 15, 2014 10:19 am
- Forum: Dialogue System for Unity
- Topic: Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
- Replies: 5
- Views: 2114
Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Here is the sample picture, in chat mapper I can link it to any pass through node, examples are marked red. And it will go through and find the Block point which wasn't displayed. In dialogue system I have to point directly on it like yellow arrow, because in case I point to pass through upper nodes...
- Sat Nov 15, 2014 9:51 am
- Forum: Dialogue System for Unity
- Topic: Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
- Replies: 5
- Views: 2114
Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Thanks Tony, works like a breeze. I've been playing a little bit with it and I've found one point where Chatmapper simulator differs from the dialogue system evauluation of dialogs. I am not sure if it's intended, but maybe it might be worth investigation. I'll try to describe it or eventually I can...
- Sat Nov 15, 2014 6:49 am
- Forum: Dialogue System for Unity
- Topic: Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
- Replies: 5
- Views: 2114
Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Hi Tony, Is it implemented in dialogue system the option which I can choose in chat mapper to display a dialogue option only one? (bassed on this I pass to next node without display or break the conversation branch). It places a script condition like "Dialog[2].SimStatus ~= "WasDisplayed&q...
- Mon Nov 03, 2014 9:38 pm
- Forum: Dialogue System for Unity
- Topic: Way to disable mouselook and keyboardmovement in conversation
- Replies: 1
- Views: 1295
Way to disable mouselook and keyboardmovement in conversation
Hello Guys, I'm quite new to the unity and have some tough time implementing a way to disable mouselook and keyboardmovement during conversation Iam using Standard First Person Controloler provided in unity. I've added Set Enabled On Dialogue Event DLL to the First Person Controller, but how can I d...